#pragma once 
#include "PlayerStatus.h"
#include "GameRule.h"
#include "ActionInstance.h"
#include "Entity.h"

class CGameActor
{
	friend class CGamePlayer;
public:
	CGameActor();
	virtual ~CGameActor();
	void setGameRule(CGameRule* pGameRule);
	void setEquipPart(int id, const char* szPartName);
	void setEquipPart(int id, mini::CEntity* pEntity);
	void setStatus(Status status);

private:
	CGameRule*		mpGameRule = nullptr;
	CPlayerStatus	mStatus;
//	std::map<int, mini::CModel*> mAllParts;
	std::map<int, CActionInstance*>	mActionInstance;
};